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May 10 2016
I uploaded arma3_2014-07-29_14-20-15.rpt file where you can see around 13000 "Ref to nonnetwork object XXXXXXXX# XXXXXXXX: supplydrop.p3d" messages. These were generated in the first 5 to 10 minutes of playing alone a custom made mission (where 4 local ammoboxes are created with a script for every player when he joins the mission). I remember noticing something like 150000 (yes 150 thousands!) messages like these some long time ago but I can't remember in how much time of play.
I did a test with an test MP mission (one soldier and debug console enabled) where I execute the following command:
ammocrate = "b_supplycrate_f" createVehicleLocal position player;
and I also see these spam messages. There are less than in the custom made mission. It looks like some internal processes also generate these messages.
Can we have any answer about whether these useless spam messages are going to be removed from the log files? Removed from the internal processes and the script commands that generate them (I can't reliably tell which script commands generate them since internal processes also generate the same messages).
Here are some reasons for doing so:
- save some server/player FPS (adding -nologs parameter to server makes FPS jump from 10 to 30 with 20 players after 1 hour of play) => is it possible to save more FPS by completely removing the cause that generates the spam?
- improve lifespan of mechanical hard disks for players/servers who use them (not everyone knows about the -nologs parameter)
- make rpt log file more readable
In an addonless mission I have similar spam and is apparently due to creation of ammoboxes with followin command:
_ammocrate = "b_supplycrate_f" createVehicleLocal _boxpos;
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b0800# 1779984: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
Ref to nonnetwork object 539b2400# 1779981: supplydrop.p3d
In 1.18 version did make the respawnOnStart=0 prevent player from "dying" but the player is still teleported to last placed respawn marker (mission.sqm order).
I would prefer players to start on the mission editor defined positions. I haven't tested yet but I hope not all players will be teleported on same single spot otherwise they might all die at the same time (and start the respawn menu which ironically breaks the solution).
here is the current temporary solution i'm using until they fix this:
http://feedback.arma3.com/view.php?id=18359#c68867
Thanks for workaround Killzone,
But I would expect the command to work even when the player had no backpack or a full backpack. Imagine the player does have a backpack but it's filled with other items. In this case the AT missile wouldn't fit inside and addmagazine command wouldn't work.
If it is hard to modify this command maybe add other commands like addMagazinePrimary / addmagazineSecondary / addMagazineHandgun. But I suppose this requires the weapon to be added first, and in turn this maybe implies the magazine would not be loaded into the weapon after it's added.
magazinesAmmoFull now returns the mags from drons but as Superxdude pointed out it still only works for turret 0 (v1.44).
magazinesAmmoFull should include all turrets and should also include the turret path as an additional info in the already returned lists:
[["300Rnd_20mm_shells",300,true,65536,"gatling_20mm", >>put turret path here<<],["2Rnd_LG_scalpel",2,true,65536,"missiles_SCALPEL", >>put turret path here<<],["2Rnd_AAA_missiles",2,true,65536,"missiles_ASRAAM", >>put turret path here<<],["2Rnd_GBU12_LGB_MI10",2,true,65536,"GBU12BombLauncher", >>put turret path here<<],["120Rnd_CMFlare_Chaff_Magazine",120,true,65536,"CMFlareLauncher", >>put turret path here<<]]
I rechecked this issue and all static weapons are fixed for all 3 factions (blufor, opfor, indep). This ticket may be closed.
this issue can be closed the workaround is to use everyBackpack, backpackContainer and allMissionObjects
What doesn't make sense to me is downvote a feature only based on the fact it "might" not be possible to implement it.
Second, you can reference a backpack object with a variable even if it's carried by a soldier or in a vehicle inventory.
Third, every item in ArmA environment is an object...
the issue reported here is somehow already included in http://feedback.arma3.com/view.php?id=16752
Tested again and it works on the kajman helicopter. But the output is still not exploitable as mentioned in the case.
the solution I found so far for this issue is to use AddScore event handler and prevent negative score penalty for any player that is dead at the moment the score penalty is to be applied (on server side)
From m point of view this issue can be closed since there is a workaround through scripting
addUniform command works locally but not globally in MP.
If I'm west player and use:
player addUniform "U_I_CombatUniform"
I am the only one to see the independent uniform. The other players will see the west uniform I started the mission with.
Suggestion 1: add green uniforms for west so we don't need to use independent uniforms (west uniforms are for desert camouflage but in PVP missions we need the same 'green-looking' uniforms for west so west has equal camouflage potential as east side)
Suggestion 2: make the addUniform command have global effects when used with uniforms that are of a different side than the players
It's not the admin but the group leader that is monitoring the team kills. And if a player is using the group's vehicles to team kill then the group leader can kick the teamkiller from the group which in turn prevents him from using any group vehicles.
If the group leader kicked a player from his group by mistake he can recruit him back at any time.
(Search for ToK server for the mission if you're interested)
what i did in my mission is that only group members can access the helicopter (pilot and gunner) and if anyone is teamkilling from the gunner position the leader of the group can expulse the teamkiller gunner from the group which in turn makes the gunner eject automatically from the helicopter
camPrepareTarget command has no effect either
this issue is fixed with the virtual arsenal
this ticket may be closed
I tried again in v1.44 on object 64340 (H barrier on Stratis) and it didn't work.
I tried following commands:
hideObject (position player nearestObject 64340)
hideObjectGlobal (position player nearestObject 64340)
This issue may be closed.
Bugs 1 and 2 are fixed, bug 3 hasn't been noticed since and bug 4 is not a bug (as pointed out by Killzone Kid)
I suggest the following title for this issue:
make soldier skill independent of soldier class (eg: medic, demolition specialist, repair specialist)
So it doesn't matter what class the soldier is, as long as you have the medic/tool kit you can heal and repair. And it will be up to mission makers to restrict the access to these items. Also it will be more intuitive for players than the current class based system.
Also please add the possibility of 2 kinds of kicks : "instant kick", "game-length kick"
I've seen situations in previous games where the kicked player was coming back even more angry :-)
May 9 2016
I works for me, I created a mission where respawn time increases each time you die (tested it on dedicated server and hosted server). I attached the missions in this case: http://feedback.arma3.com/view.php?id=5187
I'm experiencing the problem for first time and I attached dxdiag info and rpt folder (excluded folders sqauds and mpmissionscache which were 16MB)
voice recognition can work if you record your voice for each action
[1 - 20+] - [move/watch/get down/dont fire/etc] - [10-100 meters] - [north/east/west/...]
like setting keyboard controls
Was about to report the same thing. Uploaded 4 screenshots (s1-4.png).
s1-s2: having one stanag mag and one dual purpose allows to switch between them by right clicking on the magazine loaded into the weapon
s3-s4: after adding one extra dual purpose mag and after switching from dual purpose to stanag cannot switch back to stanag by right-clicking on the magazine loaded into the weapon
Tests done in multiplayer editor